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Warrior Weapon: Deathball Attacks

Issue:

  • Strong Attack (Hold LMB): The full charge time is excessively long, making it unreliable. Even after a fully charged hook, opponents can still evade the strong attack, and other punishments are more effective — leaving this move essentially useless.

  • Jump Attack: This attack suffers from very high recovery frames, deals only slightly more damage than a normal attack, and generates less rage compared to a slightly charged strong attack. It lacks uniqueness and usability. Additionally, the long recovery leaves the warrior stuck in place, giving opponents ample time to escape.

Why it’s problematic:

  • Strong attack is never a practical option compared to other punish tools.

  • Jump attack is inferior in both damage and rage generation, while also penalizing the user with long immobility and vulnerability.

  • Together, these issues make Deathball’s special attacks unappealing and irrelevant in actual combat.

Suggested Fix:

  • Reduce charge time for the Strong Attack so it becomes a viable punish option.

  • Reduce recovery frames for the Jump Attack, giving it a distinct role (either safer mobility tool, burst option, or rage builder).

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